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View Code? Open in Web Editor NEWAn updated fork of Extended Woodworking and an upgrade of Qwynn's Expanded Woodworking.
Home Page: https://ludeon.com/forums/index.php?topic=37650.0
License: Other
An updated fork of Extended Woodworking and an upgrade of Qwynn's Expanded Woodworking.
Home Page: https://ludeon.com/forums/index.php?topic=37650.0
License: Other
Combat Extended is runnable now ( although still incomplete ) .
Hello! I want to say I'm a big fan of your mods, but I believe I have encountered issues. Everytime I use expanded wood working, I cannot refill the Wood fuel generators, stoves that use wood, or the passive coolers. I turned the mod off and I was able to use those items again, but when I turned it back on, the issue persisted.
https://drive.google.com/file/d/1IO_uVCUU6m7_hvMh_zrMwchUOepXCkWj/view?usp=sharing
https://drive.google.com/file/d/1lIXWjpdfkV8yDPZfW0H4ki3fkCObtCop/view?usp=sharing
https://drive.google.com/file/d/1ETXQJh6_6sHjJCvgnMBCKwSTu6Xkv8gN/view?usp=sharing
Hi. I don't know if I'm putting this in the right place but I'm having a an issue trying to use this with the Lord of the Rims mods made by Jecrell. Lord of the Rims - Elves adds two new trees, mallorn and golden birch. In the mallorn forest biome, which it also adds (or the main LOTR mod does, not 1005 sure which) the ONLY trees are the mallorn and golden birch.
Currently, the golden birch is dropping mixed lumber and the mallorn drops 'mallorn-wood' which functions as lumber. This means that in that biome, there is no way to get hold of logs, and therefore no way to make campfires or use anything that requires wood logs as fuel. AS I'm sure you can imagine, this is a significant problem for many scenarios, especially any that don't start with electricity, such as most of the LOTR ones. Unfortunately, I only realised this after starting and now I'm a bit stuffed.
Please could a patch be made?
Alpha Animals introduces Red Wood, which doesn't seem compatible with this mod. Could I request support please?
Hi! Thank you for the mod. After installing it, I am no longer able to install wooden prosthetics on any species, including humans. I saw no errors in my log related to this mod or pawn biology.
Hi there,
Alpha Biomes (Feralisk Jungle is the only one I've tried) is having all trees cut down generate mixed lumber instead of logs.
Alpha Biomes Workshop Page: https://steamcommunity.com/sharedfiles/filedetails/?id=1841354677
I'd love to see compatibility with this mod as I find ExpandedWoodworking adds a great level of complexity and challenge to the game to have to craft logs to lumber for use, but of course when it goes straight to lumber torches and campfires are impossible to build.
Thanks for your awesome work on this mod.
I recognized that some people might be using this mod as well which includes new trees. I am planning to add a patch, but am also looking for input on the colors of the wood. This especially being the case for those who also have Vegetable Garden. Any other suggestions are welcome too!
Update : On hiatus for a bit, but will still take suggestions.
It adds a few trees making it incompatible (in the sense that these trees are only dropping mixed wood planks)
I'm an old school RimWorld gamer, just came back to the community after a 2-year long pause. Noticed that there're supporters of the good old mod (the second is here). Don't know what are the differences between your versions, but I'm already aware that compatibility with other mods differs. Maybe you should maintain the mod together?
Currently only logs have Mass statFactor except mixed lumber.
Mixed lumber has 30% because of CE directly added the value to "woodlog".
Lumbers should either inherit that value or copy its mass value.
Testing whether this would be an easier and better way to do patching.
The unfinished item for the "Make any lumber" recipe has no name and gives a System.ArgumentOutOfRangeException as reported here when trying to inspect.
I can reproduce it.
Hey. Just wanted to let you know I'm working on a project that's basically finished. I will submit a PR so you can use them if you want. Or you can just tell me now that you're not interested. Here's a preview
Figure it'll be nice to have for the 1.2 RimWorld update.
Something wrong with bill "Make any Lumber"
If there is any stockpile and you want to change stockpile you want colonist to take finished wood to, you will get this error:
(Core + ExpandedWoodworking + ModManager) no other mods.
Exception filling window for RimWorld.Dialog_BillConfig: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[Verse.ThingDefCountClass].get_Item (Int32 index) [0x00000] in :0
at Verse.RecipeWorkerCounter.CanPossiblyStoreInStockpile (RimWorld.Bill_Production bill, RimWorld.Zone_Stockpile stockpile) [0x00000] in :0
at RimWorld.Dialog_BillConfig.DoWindowContents (Rect inRect) [0x00000] in :0
at Verse.Window+c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in :0
Verse.Log:Error(String, Boolean)
Verse.c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Implemented compatibility for mods within the Vegetable Garden Project as a separate patch here.
Will be unlocked if requested by a new issue or when it is being actively worked on. Otherwise, will be closed when with the completed label,
Look into and compare tree and plant density mods with Expanded Woodworking to find out where it is producing mixed lumber and into what I end up writing over in those mods. Consider a patch for these mods, so functionality from them is maintained rather than written over.
Users of these mods can currently load them before Expanded Woodworking to have semi-compatibility, without trees producing only mixed lumber at the cost of any changes within the tree defs these mods edit.
Received this error on starting a new game:
[Expanded Woodworking B18] Patch operation Verse.PatchOperationSequence(count=2, lastFailedOperation=Verse.PatchOperationAdd(/Defs/ThingDef[defName = "FermentingBarrel"])) failed file: D:\Games\steamapps\workshop\content\294100\1082915328\Patches\ExpWoodVanilla.xml Verse.Log:Error(String) Verse.PatchOperation:Complete(String) Verse.PatchOperationSequence:Complete(String) Verse.LoadedModManager:LoadAllActiveMods() Verse.PlayDataLoader:DoPlayLoad() Verse.PlayDataLoader:LoadAllPlayData(Boolean) Verse.Root:<Start>m__1() Verse.LongEventHandler:RunEventFromAnotherThread(Action) Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Full error log here: https://gist.github.com/23ea107122adcc72b7aebc0158d8831f
Current modlist attached below. Note that I currently have dummy mods (only metadata with no actual content) enabled for personal ease of sorting.
modlist.txt
Hiya. Following up on my testing for the trader issue, I tested with just this mod and 'Fertile Planet' in that order and the trees dropped 'mixed lumber' instead of logs. Switching them round, so 'Fertile Planet' was BEFORE this mod seemed to 'fix' it, as in the trees then dropped the appropriate logs.
I'm a little concerned as I know that on the Steam page it states that mods like FP or 'Increased Forest Density' should be loaded AFTER this. Am I missing something obvious here?
confuzzled kitty
PS: I realised somewhat belatedly that I probably should have posted the trader issue here too. I apologise.
For discussion. suggestions, and progress relating to the Lord of the Rims mods and compatibility with Expanded Woodworking. Any help is requested and very appreciated.
(Nothing needs patching)
(Skipping--works fine as is.)
(Nothing needs patching)
Requested by Issue #21
Possible compatibility for Bonsaiplus. Need further information regarding its current products.
None of plants appear to produce wood. I won't be adding a patch for this mod until that changes since this wouldn't be the intention of plants in Bonsaiplus.
This mod got updated recently, adding a new tree, called "Karim tree". Apparently it's inspired by some tree he found in Skyrim, which isn't very helpful, but I guess it means that it's at least indirectly inspired by a real life tree. So we got a tall, bushy, deciduous tree that grows in cold, wet climates. I only did some basic googling and mostly looked for pictures I could convince myself looked similar enough, and I feel some kind of ash tree might fit the bill. Or maybe oak. Might also be worth checking with the guy in the comments to see what he came up with, looks like he's been making his own set of patches independently.
Also, the other tree got renamed to RG-CBE_Plant_SpruceTreePine, so the patch for that has to be changed.
Implementing compatibility for Zen Garden's cherry tree.
Will be unlocked if requested by a new issue or when it is being actively worked on. Otherwise, will be closed when with the completed label,
Implementing compatibility for Combat Extended.
Will be unlocked if requested by a new issue or when it is being actively worked on. Otherwise, will be closed when with the completed label,
Implementing compatibility for Nature's Pretty Sweet.
Will be unlocked if requested by a new issue or when it is being actively worked on. Otherwise, will be closed when with the completed label,
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